Savage Firefly - want some "space western" adventures?

Game Master ZenFox42

This is a game set in the Firefly/Serenity universe, using the Savage Worlds system


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Pace-6, Parry 6, Tough T10(4), Arms T8(2), Legs T8(2) -Bullet Resistant Vest, Browncoat Duster; Bennies 5/5
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6

Howard shows up and starts getting into a suit.

Sorry I am late, I was feeling a bit under the weather, but I am ready now

As soon as the suit is on, he slings his gunbelt around his hips and tightens it to the size of the suit.

2 knives, 1 Desert Eagle, and a slung shotgun using pellets


Str d4 
Agi d8 
Vig d8 
Sm d6 
Sp d8 Rep d4 pace 6 Tougness 9(4) Parry 4
Arabella Stormworth-Darling wrote:

Arabella suits up and arms herself with a stun baton. She plans to stay to the back and mainly help by being an extra set of sensory apparatus. She also has the ship's portable medkit so she can help with the wounded, if there are any.

She doesn't say much, focusing on keeping her breathing steady and slow. Combat tends to trigger old PTSD symptoms.

Just before going in, she says, "Just so y'all know, I've been in a few too many battles. The sounds of weapons firing can trigger me into a state where I mostly cower and wait for my symptoms to abate. Not that I'm all that effective in combat, but just sayin'."

forgot the stun batons already! Will grab one of those as well.


Pace-6, Parry 6, Tough T10(4), Arms T8(2), Legs T8(2) -Bullet Resistant Vest, Browncoat Duster; Bennies 5/5
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6

I also forgot a stun baton. . . will put one of those on my belt as well.


Arabella hasn't posted, but I know her player is busy. I'm going to assume that she would go, and ret-con her out if her player says otherwise.
ALL - please note, the "stun" part of the baton won't ever kick in against an opponent in a space suit, and I would assume that the heavy fabric/material of the suit itself, combined with the pressurized air, would probably absorb most of the physical damage (altho I'm not going to determine to what extent right now). So if you get in a fight in an unpressurized area, guns and knives would be the way to go.


Pace: 6; Parry: 6; Toughness: 7 (2)

Going. Two pistols, two derringers, stun baton.


Pace-6, Parry 6, Tough T10(4), Arms T8(2), Legs T8(2) -Bullet Resistant Vest, Browncoat Duster; Bennies 5/5
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6

In that case Daisy, please stay near the back, and don't risk yourself, but it will be for the best if you come along though.
I have seen that affect before during the independence war, where some of the troops lost it.


Str d4 
Agi d8 
Vig d8 
Sm d6 
Sp d8 Rep d4 pace 6 Tougness 9(4) Parry 4

Oh Harold, ain't that sweet. No worries, I'm tougher than I look. You should keep an eye on that pretty wife of yours!
She continues a joke that has most assuredly been overworked on the trip here...


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6
GM_ZenFox42 wrote:
Arabella hasn't posted, but I know her player is busy. I'm going to assume that she would go, and ret-con her out if her player says otherwise.

My last post may have been missed, as it was the last post of the previous page. Arabella is indeed going in, just staying to the back to let the young whippersnappers get all the glory and rewards.


Ummm...should have thought of this long ago, but ship's corridors can accommodate a max of 2 people side-by-side, and often (like at an airlock) only one person at a time. So, who's in the lead?

So, everyone suits up and weapons-up and approaches the airlock. It opens, and you see a dark corridor stretching in front of you. Turning on your suit lights, you can see about 3" ahead clearly.

The owners gave you directions to the hold to salvage the goods, are you all heading there? Are you splitting up to check the hold and for survivors, or what?

Dataphiles

Parry: 4| TOU: 6(2) {}|PP: 10/15| Bennies: 3/3|

I recommend we head to Engineering or somewhere where I can see what parts of the ship still have oxygen.

Those will be the parts with survivors. I still recommend we bleed the O2 out of any place that has been searched. Then if we are attacked we can just retreat there. If we are followed by a reaver then they will suffocate.

GM: Does the corridor we are in now have O2? Does the ship, from the outside, look like it is full of holes that would have bled the air out?


The ship has a large hole in the side opposite the airlock, so there's no air there. I guess spacesuits would have air pressure measuring devices, and they show there's air in the corridor where you are. But the suits don't have any poison or oxygen sensors, just air pressure.

Please, I need to know what is the marching order??? At least someone say they're taking lead...

What do people think about Emma's suggestion? Time for PC discussion!


Str d4 
Agi d8 
Vig d8 
Sm d6 
Sp d8 Rep d4 pace 6 Tougness 9(4) Parry 4

Daisy does not offer to take lead. She seems happy to hang n the back.

Not beiing an expert n these matters she thinks that Emma's suggestion, the only one she's heard, sounds good.


Pace-6, Parry 6, Tough T10(4), Arms T8(2), Legs T8(2) -Bullet Resistant Vest, Browncoat Duster; Bennies 5/5
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6

Harold cycles through the lock and keeps his shotgun ready. Once though, he he appraises the situation.

Looks clear, come on in.


Pace: 6; Parry: 6; Toughness: 7 (2)

Conrad moves to back Harold up. I imagine this isn't the first time...


So Conrad and Harold in the lead, Daisy in the back. That leaves Arabella and Emma in the middle. Got it.

You can go to the hold, or Engineering, or look for survivors, or somewhere else. Let's get a discussion going, post your preferences!


Str d4 
Agi d8 
Vig d8 
Sm d6 
Sp d8 Rep d4 pace 6 Tougness 9(4) Parry 4

"Well, ya know, Emma might be correct on one point, if we go to engineering, we should be able to get a batter idea of WHERE survivors might be... also get a lay of the land, so to speak."

Just how big is this ship? Also, back from Florida today. Holy crap i'm tired. 5 days of getting up way too early, lots of running around and too little time sitting by a pool. Like 10 minutes...


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

I've been away from home with no wifi, so this is the first good chance to post. Sorry for the delay.

Arabella agrees with Emma's suggestion. "May as well learn what we can from the bridge or engineering before we enter the rest of the ship."


Waiting one more day for other opinions...


The majority of opinions is Engineering. The owners gave you a holo-map of the ship which you downloaded to your spacesuits, so you can pull it up and all look at it. It shows where the airlock is, and where Engineering is, and you can see the turns you need to make thru the halls to get there.

Once you're there, what do you do?


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

As Arabella walks behind the others, she looks around for any signs of what happened other than the obvious getting a hole shot in the ship. She looks for blood stains, evidence of a fire fight, etc.

Notice: 1d6 ⇒ 4
Wild: 1d6 ⇒ 3


Pace: 6; Parry: 6; Toughness: 7 (2)

Notice: 1d4 ⇒ 2
Wild: 1d6 ⇒ 5

Conrad keeps an eye out, for threats, mostly, but also for any sign of what happened.


Str d4 
Agi d8 
Vig d8 
Sm d6 
Sp d8 Rep d4 pace 6 Tougness 9(4) Parry 4

Daisy is obviously a little nervous as they walk the dark, cold hallways. She looks around the entire time. Once in Engineering she also take a good gander around.
"This place gives me the creeps.."

notice: 1d4 ⇒ 3
wild: 1d6 ⇒ 6
wild xplode: 1d6 ⇒ 5

Dataphiles

Parry: 4| TOU: 6(2) {}|PP: 10/15| Bennies: 3/3|

Emma flips on her helmet-bound lantern, illuminating the staid-yet-overly complicated control board that is the hallmark of all engineering bays. She flips a few switches, checking its functionality. Her fingers reflexively flick away a picture that had become stuck to the board. Some people, 3 men, 2 women, all facing the camera and smiling, sun-drenched and waterlogged. Perhaps they were having fun. Did they know that moment would lead to this one? Who were they? Were they good? Bad? How many of them are/were/could have been on this ship? Did they deserve whatever they have now?

Emma shakes her head to clear out suck thoughts. That's not important now.

Emma kicks the instrument panel to life.

"I'm running a scan for active heat signatures," she says, giving truth to her words. "I'll also get a read on which sections still have O2 levels."

Electronics!: 1d8 ⇒ 7
WILD Electronics!: 1d6 ⇒ 6
WILD Electronics ACE!!: 1d6 ⇒ 4 = 10


Someone asked earlier - the ship is slightly larger than yours.

You all see no signs of violence near the airlock, but as you move further into the ship, there are some bloodstains on the walls and floors.

Emma quickly realizes that either the power generator is out, or the connection from it to the engineering panel has been cut. I'll take your roll to determine what you conclude, which is that since all the corridor lights are out, it's most likely that the power generator is out.

What do you do?

Dataphiles

Parry: 4| TOU: 6(2) {}|PP: 10/15| Bennies: 3/3|

Can I either repair the generator from here or lock in auxillary power from a backup battery?


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

I Ching Reading:
Done during the journey before arriving.
Toss 1
1d2 + 1 + 1d2 + 1 + 1d2 + 1 ⇒ (1) + 1 + (1) + 1 + (2) + 1 = 7
Toss 2
1d2 + 1 + 1d2 + 1 + 1d2 + 1 ⇒ (2) + 1 + (2) + 1 + (1) + 1 = 8
Toss 3
1d2 + 1 + 1d2 + 1 + 1d2 + 1 ⇒ (2) + 1 + (1) + 1 + (2) + 1 = 8
Toss 4
1d2 + 1 + 1d2 + 1 + 1d2 + 1 ⇒ (2) + 1 + (1) + 1 + (1) + 1 = 7
Toss 5
1d2 + 1 + 1d2 + 1 + 1d2 + 1 ⇒ (1) + 1 + (2) + 1 + (2) + 1 = 8
Toss 6
1d2 + 1 + 1d2 + 1 + 1d2 + 1 ⇒ (2) + 1 + (2) + 1 + (1) + 1 = 8
--


--


58
The Joyous, Lake
Joy -- success! Persistence in a righteous course brings reward.

This hexagram symbolizes two bodies of water conjoined. The Superior Man joins his friends in discussions and in practicing the various arts and virtues.

The pleasure which leads the people to endure toil and risk death is the effect of the instructive example of their ruler. Fu Fan-hsien paraphrases this portion of the text as: "When the sage with this precedes them, he can make them endure toil without any wish to decline it, and go with him into difficulty and danger without their having any fear."

As Emma works her technomagic, Arabella contemplates again the significance of the I Ching reading she did while whiling away the time during the journey. It suggested the importance of everyone working together.

"So far, so good, eh? At least nothing has attacked us yet. Emma, let us know if there is anything we can do to help."


The generator is in another part of the ship, close to the engine (they're fed by the same un-named "fuel"). Auxiliary power is provided by a smaller generator in yet another part of the ship (so that if the main generator is blasted the auxiliary one might still be intact). Auxiliary power is also down.

What do you all want to do?

Dataphiles

Parry: 4| TOU: 6(2) {}|PP: 10/15| Bennies: 3/3|

Emma shrugs as she explains the situation to the rest of the team and asks them what they think might be best.


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

"Jao Gao!* Plan B then. I'd suggest we head toward the generator or the backup generator, which ever is closer and easier to get to. We can do manual inspections and open each room as we get to it and see what we find inside. Isn't space exploration exciting?! Rung Tse Tao Tzoo Bao Yo Wuo Muhn."**

*Chinese Slang: Literally Bad Cake, meaning Not good, too bad.
** Merciful Tao protect us.
I'm going to state this here, so if I forget to post it later, it's officially something Arabella is going to do next opportunity: Get a couple of light sources like flashlights, spotlights, lanterns, etc. She's a good candidate to carry same so if anyone wants to free up a hand and give her a light, she'll keep things lit, as it were.

Dataphiles

Parry: 4| TOU: 6(2) {}|PP: 10/15| Bennies: 3/3|

"Let us go to the main generator then. They can be easier to work on, while backups can exist only one step away from theory."

Rule of Two. Main generator it is!


Consulting the map, the main generator is very close to where the ship was hit (apparently the target was the engines), and so might be badly damaged, while the backup generator is much further from the damage.

Very sorry, meant to include that in yesterday's post to speed things up a little, but totally forgot.... OTOH, this is how things would have actually played out for the PC's.


Pace-6, Parry 6, Tough T10(4), Arms T8(2), Legs T8(2) -Bullet Resistant Vest, Browncoat Duster; Bennies 5/5
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6

Switching on his suit lights, Harold leads off towards the generator and main engine.

Things might be a bit tore up down there. But I expected a few more dead floating around. So be careful


Str d4 
Agi d8 
Vig d8 
Sm d6 
Sp d8 Rep d4 pace 6 Tougness 9(4) Parry 4

Daisy follows, watching the shadows...


Does everyone follow Harold?


Pace-6, Parry 6, Tough T10(4), Arms T8(2), Legs T8(2) -Bullet Resistant Vest, Browncoat Duster; Bennies 5/5
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6

I am defineatly not hoping for a close encounter with xenomorphs. :)


Pace-6, Parry 6, Tough T10(4), Arms T8(2), Legs T8(2) -Bullet Resistant Vest, Browncoat Duster; Bennies 5/5
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6

Harold continues to advance up the left hand side of the hall relying on directions telling him which way to go.

At any cross corridors, he waits for Conrad to catch up, so they can cover down both sides before moving on.


Everyone please speak up - who's going with Harold? I'm assuming Emma's going so she can fix the generator, but what about everyone else?


Str d4 
Agi d8 
Vig d8 
Sm d6 
Sp d8 Rep d4 pace 6 Tougness 9(4) Parry 4

Daisy is already following.


Pace: 6; Parry: 6; Toughness: 7 (2)

Conrad follows.


I forgot to mention, since power's off the artificial gravity is off too. This inflicts a –2 penalty to Agility and Agility-based skill rolls. Rolling a 1 on any physical Trait die while operating in zero-g means you
lose control and tumble (–2 to all Trait rolls). You may recover by making an Agility roll as a free action at the start of every turn.

Ok, so I'm assuming everyone goes.

Your suits' lights making fleeting shadows dance along the walls. Your imagination begins to conjure up images of what might be lurking in the darkness. You try to push aside those thoughts, reminding yourself that you are alone, and there is likely nothing haunting these empty halls.

You get to the main generator, and see beyond it a gaping hole in the hull, and the wrecked remnants of the engine. Unfortunately, the generator was within range of the blast, and is completely wrecked as well.

What do you do?


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

Arabella goes with the others, unless someone asks her to do something else. She stays to the back, watches behind her regularly and trusts those in the lead to alert everyone to anything dangerous.

"Sounds like we may as well find that backup power source, in case that works. Doesn't seem like anything here but ghosts. Anyone afear'd o' ghosts? Any bodies floating in the damaged areas?"


Pace-6, Parry 6, Tough T10(4), Arms T8(2), Legs T8(2) -Bullet Resistant Vest, Browncoat Duster; Bennies 5/5
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6

Thats the oddity. There aint been any bodies floating


Str d4 
Agi d8 
Vig d8 
Sm d6 
Sp d8 Rep d4 pace 6 Tougness 9(4) Parry 4

Daisy draws in on herself a little.
"You two aint' helping.. Let's go find that other power source."

Dataphiles

Parry: 4| TOU: 6(2) {}|PP: 10/15| Bennies: 3/3|

"Affirmative," Emma chirps, heading to the secondary objective.


Pace: 6; Parry: 6; Toughness: 7 (2)

"Seems like this might be a fool's errand. Lookin' for survivors."


As you walk towards the backup generator, you pass thru several rooms with remnants of the ship's crew, and signs of combat. Abandoned personal belongings, bloody torn uniforms, and shattered equipment serve as reminders of the crew that once inhabited this vessel.

You get to the backup generator room, and see that while the walls of the room are undamaged as are other pieces of equipment in it, the generator itself has been manually wrecked. Someone obviously didn't want the ship to have power.

What do you do?


Str d4 
Agi d8 
Vig d8 
Sm d6 
Sp d8 Rep d4 pace 6 Tougness 9(4) Parry 4

"Well, someone was right angry at these people... This looks very personal..."


Pace: 6; Parry: 6; Toughness: 7 (2)

[b]"Looks like the crew is probably gone. Let's check to see if there is any cargo to salvage and get off of the garbage scow.[/ooc]


Consulting the map, you start to follow the route to the cargo bay, and along the way you pass by the kitchen. Looking in, you see the room is in disarray. Pots, pans, and utensils litter the floor. The walls and floor bear signs of struggle, with scuff marks, scratches, and smears of unknown substances. Bloodstains are visible on various surfaces, indicating the severity of the incident. The victims, unfortunately, lay motionless on the floor. They appear to have had chunks cut out of their bodies, and much of their skin has been carefully removed.

Do you stop to do anything, or continue on to the cargo bay?


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

I'm going to make a roll that I hope reflects knowledge of the kinds of things that might do such a thing, probably reavers.

Common Knowledge: 1d6 ⇒ 5
Wild: 1d6 ⇒ 3

Arabella cautiously floats into the kitchen. After pausing at the entrance and looking into every part of the room for threats, she looks more closely at the dead. She's seen a lot of combat, including some with reavers. She evaluates what might have done this.

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